Lighting and shading in 3D are crucial for creating realistic scenes. From to , these techniques simulate how light interacts with objects. They add depth, realism, and atmosphere to 3D elements, making them blend seamlessly with live-action footage.
Shading and textures bring 3D objects to life. , , and mimic real-world material properties. add surface detail without increasing polygon count. These techniques are essential for creating believable 3D elements in composited scenes.
Lighting Techniques
Global Illumination and Ambient Occlusion
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Global illumination simulates realistic lighting by calculating how light bounces and interacts with surfaces in a scene
Takes into account direct and indirect light sources
Produces more natural-looking shadows and reflections (, )
adds realistic shading to crevices and corners where light is less likely to reach
Approximates global illumination by darkening areas that are close together or occluded
Enhances depth perception and realism in a scene (wrinkles in fabric, cracks in walls)
Can be calculated in real-time or pre-rendered for better performance
HDRI Lighting and Light Wrap
HDRI (High Dynamic Range Imaging) lighting uses 360-degree panoramic images to light a scene
Captures a wide range of brightness levels from the environment
Provides realistic reflections and lighting without the need for manual light placement
Common in outdoor scenes or environments with complex lighting (city streets, forests)
is a technique that simulates the way light wraps around objects in the real world
Adds a subtle glow or halo effect around the edges of objects
Helps integrate 3D elements into a live-action plate by mimicking the light spill from the environment
Can be achieved through various methods (light maps, vertex colors, compositing tricks)
Light Linking
allows artists to specify which lights affect which objects in a scene
Provides greater control over the lighting and shading of individual elements
Useful for isolating lighting effects or creating specific moods (spotlight on a character, rim light on a product)
Can improve performance by reducing the number of lights that need to be calculated for each object
Shading and Textures
Specular Highlights and Reflections
Specular highlights are the bright spots that appear on shiny or glossy surfaces when light hits them
Controlled by the specular color, intensity, and shininess of the material
Convey information about the material properties and lighting conditions (metallic vs. plastic, sharp vs. soft reflections)
capture the environment surrounding an object and use it to create realistic reflections on its surface
Can be pre-rendered or generated in real-time using techniques like or
Add a sense of realism and depth to materials like metal, glass, or water
Subsurface Scattering and Normal Maps
Subsurface scattering simulates the way light penetrates and scatters inside translucent materials
Produces a soft, diffused appearance in materials like skin, wax, or marble
Calculated by tracing the path of light as it enters, bounces around, and exits the material
Can be approximated using techniques like or
Normal maps are textures that store surface detail and roughness information in the form of RGB color values
Add fine details and bumpiness to a surface without increasing the polygon count
Enhance the appearance of materials like brick, stone, or leather by simulating surface irregularities
Can be created from high-resolution models or generated procedurally using algorithms like Perlin noise